]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/sv_main.qc
disable the lava/slime dissolve sound for anything that isn't an alive player.
[divverent/nexuiz.git] / data / qcsrc / server / sv_main.qc
1
2 void CreatureFrame (void)
3 {
4         local entity oldself;
5         local float dm;
6         oldself = self;
7         self = findfloat(world, iscreature, TRUE);
8         while (self)
9         {
10                 if (self.movetype != MOVETYPE_NOCLIP)
11                 {
12                         if (self.waterlevel)
13                         {
14                                 if (!(self.flags & FL_INWATER))
15                                 {
16                                         //if (self.watertype == CONTENT_LAVA)
17                                         //      sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
18                                         //if (self.watertype == CONTENT_WATER)
19                                         //      sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
20                                         //if (self.watertype == CONTENT_SLIME)
21                                         //      sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
22                                         self.flags = self.flags + FL_INWATER;
23                                         self.dmgtime = 0;
24                                 }
25                                 if (self.waterlevel != 3)
26                                 {
27                                         self.air_finished = time + 12;
28                                         self.dmg = 2;
29                                 }
30                                 else if (self.air_finished < time)
31                                 {       // drown!
32                                         if (!self.deadflag)
33                                         if (self.pain_finished < time)
34                                         {
35                                                 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
36                                                 self.pain_finished = time + 0.5;
37                                         }
38                                 }
39                                 if (self.dmgtime < time)
40                                 {
41                                         self.dmgtime = time + 0.1;
42                                         if (self.watertype == CONTENT_LAVA)
43                                         {
44                                                 if (self.watersound_finished < time)
45                                                 {
46                                                         self.watersound_finished = time + 0.5;
47                                                         if(self.deadflag == DEAD_NO)
48                                                                 if(self.classname == "player")
49                                                                         sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);
50                                                 }
51                                                 Damage (self, world, world, 6 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
52                                         }
53                                         else if (self.watertype == CONTENT_SLIME)
54                                         {
55                                                 if (self.watersound_finished < time)
56                                                 {
57                                                         self.watersound_finished = time + 0.5;
58                                                         if(self.deadflag == DEAD_NO)
59                                                                 if(self.classname == "player")
60                                                                         sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);
61                                                 }
62                                                 Damage (self, world, world, 2 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
63                                         }
64                                 }
65                         }
66                         else
67                         {
68                                 if (self.flags & FL_INWATER)
69                                 {
70                                         // play leave water sound
71                                         self.flags = self.flags - FL_INWATER;
72                                         self.dmgtime = 0;
73                                 }
74                                 self.air_finished = time + 12;
75                                 self.dmg = 2;
76                         }
77                         // check for falling damage
78                         if(!self.hook.state)
79                         {
80                                 dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound.
81                                 if (self.deadflag)
82                                         dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");
83                                 else
84                                 {
85                                         if (self.oldvelocity_z < self.velocity_z - 160)
86                                         {
87                                                 local float soundrandom;
88                                                 soundrandom = random() * 4;
89                                                 if (soundrandom < 1)
90                                                         sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
91                                                 else if (soundrandom < 2)
92                                                         sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
93                                                 else if (soundrandom < 3)
94                                                         sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
95                                                 else if (soundrandom < 4)
96                                                         sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
97                                                 self.nextstep = time + 0.3 + random() * 0.1;
98                                         }
99                                         dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
100                                 }
101                                 if (dm > 0)
102                                         Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
103                                 else if(vlen(self.velocity) > 100000 && cvar("developer"))
104                                 {
105                                         dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));
106                                         Damage (self, world, world, 50000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
107                                 }
108                         }
109
110                         // play stupid sounds
111                         if (cvar("g_footsteps"))
112                         if (!gameover)
113                         if (self.flags & FL_ONGROUND)
114                         if (vlen(self.velocity) > sv_maxspeed * 0.6)
115                         if (!self.deadflag)
116                         {
117                                 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
118                                 {
119                                         local float steprandom;
120                                         self.nextstep = time + 0.3 + random() * 0.1;
121                                         steprandom = random() * 6;
122                                         if (steprandom < 1)
123                                                 sound (self, CHAN_BODY, "misc/footstep01.wav", 1, ATTN_NORM);
124                                         else if (steprandom < 2)
125                                                 sound (self, CHAN_BODY, "misc/footstep02.wav", 1, ATTN_NORM);
126                                         else if (steprandom < 3)
127                                                 sound (self, CHAN_BODY, "misc/footstep03.wav", 1, ATTN_NORM);
128                                         else if (steprandom < 4)
129                                                 sound (self, CHAN_BODY, "misc/footstep04.wav", 1, ATTN_NORM);
130                                         else if (steprandom < 5)
131                                                 sound (self, CHAN_BODY, "misc/footstep05.wav", 1, ATTN_NORM);
132                                         else if (steprandom <= 6)
133                                                 sound (self, CHAN_BODY, "misc/footstep06.wav", 1, ATTN_NORM);
134                                 }
135                         }
136                         self.oldvelocity = self.velocity;
137                 }
138                 self = findfloat(self, iscreature, TRUE);
139         }
140         self = oldself;
141 }
142
143
144 /*
145 =============
146 StartFrame
147
148 Called before each frame by the server
149 =============
150 */
151 void RuneMatchGivePoints();
152 float RedirectionThink();
153 void StartFrame (void)
154 {
155         if(RedirectionThink())
156                 return;
157
158         sv_maxairspeed = cvar("sv_maxairspeed");
159         sv_maxspeed = cvar ("sv_maxspeed");
160         sv_friction = cvar ("sv_friction");
161         sv_accelerate = cvar ("sv_accelerate");
162         sv_airaccelerate = cvar("sv_airaccelerate");
163         sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");
164         sv_airaccel_qw = cvar("sv_airaccel_qw");
165
166         sv_stopspeed = cvar ("sv_stopspeed");
167         teamplay = cvar ("teamplay");
168         skill = cvar("skill");
169
170         Spawnqueue_Check();
171
172         CreatureFrame ();
173         CheckRules_World ();
174
175         AuditTeams();
176
177         RuneMatchGivePoints();
178         bot_serverframe();
179 }